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Btw, you can play a bit differently if you don't mind achievements. You can enable Sandbox mode and select a team from Amateur league which takes 4th, 5th or any other place. Or even take a low-position Third league team. In this case you can skip some boring stuff.
Regarding the suggestions:
1 - Agree. At some point in future we will add that button.
2 - Actually, I like the fact that the game can change in the last seconds of the match. I understand that it's a bit unfair to AI but sometimes it makes the player's emotion to ride a rollercoaster.
3 - The clubs want some footballers which appeared to be in your club. So they ask for them. We do not make the clubs to ask the footballers they don't need so it's a fair situation when they ask you to sell the footballers they need. However, we will consider adding the button "Do not ask in this transfer window". However, if there aren't any other footballers which are needed to other clubs, you won't have other offers.
4 - Heading is linked to Giftedness as well. It was even stronger in the vanilla game because it wasn't connected to stamina. It is still very powerful but the more exhausted the footballers is, the lesser his potential.
That means the max potential header is 345. [25+((20*4)*4)] explanation [default+((motivated 5 star player with talent tree complete * coded multiplier)*skill level)]
I now see my next target . . . a more gifted CF with heading. My one star CF had nearly the exact same potential as pre-DLC. Thus, I didn't realize there was a difference.
Cajun
If i remember well, header is lower in the kick-off turn as you can't use skills.
Anyway i'm quite surprised that your main source of goals is "header"
In my actual career (iron manager, 48 turns, i'm in the 7th season and I brought my team from 5th tier to the second at the moment, in normal mode with no cheats) header is almost my only source of scoring: it's a way better than every other source when you have a team 1 or 2 stars weakeer than the other teams of the league. All my attacker are the one who are good with head (CF), I have a winger that could play on both sides so that I can always attack the weeker side of the opponent defense with good pass and control, bad value in precision and if possible tackle as special abilty. Then I have a midfielder good in passes with long range passes ability, another one superb in defense and with tackle as special ability, a defensive midfielder that intercept everything passes through his zone and a strong, narrow defense with 1 sweeper good in heading, both external center defenders with reaction ability, automatic tackle and high value in defense, and the center one who intercepts the shots and an ability to throw the ball forward (long range pass for example)
Every season my team are the surprise of the league and the most boring but effective team. My team is a wall, always less than 10 goals in my net.
My attacker's score is not bad, 'cause they are fast the only ones who score
That's old style english football, folks, and it works fine
That's just to underline that heading is awesome, almost a bug I would say
I mainly relied on high CTRL wingers to get penalties. (but lowered since 29/01)
And i tried AM with high Acc and it works well. (but need a gitfed young player or the Acc wont be high enough)
I didn't like CF in early season cause they move automatically : sometimes to far for normal passes/ sometimes the wrong way.
48Turns are quite short so i didn't dare bet on this. So i didn't focus on centers either without CF)
My main issue was to get early skills as long passes.
Plus I assume the footballer must be on the box to get the max 345. That is not always possible, and certainly not from kick off
The team made it to the First League and is now on track to get to the Premier League.
https://steamcommunity.com/sharedfiles/filedetails/?id=2407538574
https://steamcommunity.com/sharedfiles/filedetails/?id=2407538377
https://steamcommunity.com/sharedfiles/filedetails/?id=2407558542
https://steamcommunity.com/sharedfiles/filedetails/?id=2407558475
https://steamcommunity.com/sharedfiles/filedetails/?id=2427105760
https://steamcommunity.com/sharedfiles/filedetails/?id=2427108682
https://steamcommunity.com/sharedfiles/filedetails/?id=2427108615
https://steamcommunity.com/sharedfiles/filedetails/?id=2427110357
I had a Level 3 RF FW (2 star for a 10 max role with completion of one of the trees) that is not pictured.
Of the 60 league goals, 27 was headers, 16 was RF, 14 was canon shot, 2 precision shot, and 1 PK. The canon shot was level 3 with a max roll of 12, RF was level 3 with a max roll of 10, and heading was level 4 (effectively with CF) with a max roll of 8. I only play one in the attacking positions except to set up the cross when there is an MF added with high passing. On average I have about 3 in the midfield, and about 6 in the defensive third (some are MF with high D and slide tackle).
More notes to help pass on some knowledge:
MFs with long pass and slide tackle are super strong. I rode 2 of them that were 2 star players to the treble. Building a winning team (for me) requires 2 MFs (or FWs) with RF and canon shot, 2 CFs with heading, 2 DMs with slide tackle, 2 SWs with long pass, 1 RD & LD with slide tackle, 4 CDs with high defending and the rest can be MFs with some mix of slide tackle and/or long pass. The team would mostly be a mix of 3 and 4 star players to win the treble. One very important note is that 2 players need a super high Acc stat. For me, this was the 2 CFs (173 and 160). I like no FWs (other than CF) so I can skip the FW coach altogether. I just use the MFs with their dribble move of 2 vice 1 of the FW for the striker. It takes too long to get a super high Acc anyway, so I just buy it. A 32 or 33 year old extended to 40 with glory is the cheapest way to buy a high Acc striker. I did carry one LF with over a 100 control stat, but it was unnecessary. I despise their one trick even in the 48T game. They have one move per half essentially (if unsuccessful, usually half the time in the premier league) since it requires two moves to get back in position. This takes too much time. Also, they must receive the ball with 2 moves remaining if not in position. I rather use a MF crossing to a CF from kickoff. Oh, I forgot to mention the MFs with slide tackle and no long pass need a high passing stat. The bulk of my goals came from a MF with high passing (~90) lined up with the CF. In this location on the wing, a MF can dribble to either of the 4 crossing spots or just set up in anyone of the spots for a long pass through a LD/RD.
My overall strategy every game only used one goal scoring threat in the game at any given time. This allowed many defenders & a DM and worked well using all the long passers and slide tacklers. Most of my turns were actually 5 moves.
One of the keys to the game is to buy young players with the highest stars and raise their level and skills. These are the ones that generate the special offers that can be raised to triple their value. The strategy here is to find high star players that have a relatively low overall level and little or no skills. Like a D with high def and slide tackle that can easily be turned into an every game DM. For 4 star players, I look for those that are below level 60. Also, I have found that with about 10 scouts the young (<21 years old) transfer listed players have the same value after they are purchased and quickly generate the special offers if played.
My stadium is only 20,000 since the next upgrade would require over 4 years to recoup the $30M.
One last note, I don't keep the players that are no longer getting experience due to their stars and level. If they have 2 arrows and are not key to the team, it is time for them to move on. To throw away a large percentage of the experience in every match will hinder the progression of the team. Also, without gaining skills, their value will only decline because the age hit will overcome the limited growth in level.
Cajun